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BATT Wimples 



Map Version: Alpha 
Type: PL
Released: 09-25-2011 
Last Update: 09-25-2011 
Mr. Wimples
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Default BATT Wimples

This is my entry for the BATT contest. My entry uses a series of closing doors to change where each team meets the other. Hopefully this can combat some large sightlines and relatively tight track shape. The map will eventually get a theme-change to E-Arkham's Khmer theme (See map: CP_Antiquity). The screenshots are still outdated (10/8/11).


Changelog

A1
Initial release

A1a
Bugfixes

A2
Changed spawntimes
Added some ammopacks

A2a
Changed spawntimes
Changed times added on cap point 1 and point 2
Added a forward spawn for Blu

A2b
Added signs
Added second spawn exit for red at final point
Adjusted health, ammo, and lighting
Adjusted time added on capping points
Replaced the death barrel with the Badwater pit

A2c
Added signs
Shuffled around some health/ammo
Changed lighting, less shadows
First large door now stays shut after blu caps A, experimental
Spawntimes tweaked

A3
Broken, changes on A3a

A3a
Added signs and healthpacks
Changed large door speeds
Changed spawntimes
Reworked red spawn/final area and red's second exit
Clipping



Old 09-25-2011, 12:46 PM   #1
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Screenshots added.

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Old 09-26-2011, 08:59 PM   #2
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Interesting. Hope you pull Egypt/Khmer off well.

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Old 09-27-2011, 08:06 PM   #3
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On a whole, I absolutely loved this map. It did have its issues, but overall I think you did a great job with it.
Just a suggestion, I said this ingame as well: Take a look at the Egypt-y bits of Raiders of the Lost Ark and do something like that for your final pit.
E: Also, shouldn't this be in the contest section?

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Old 09-27-2011, 08:15 PM   #4
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you know, for the final point you could do a missile hidden amongst the ruins...
 
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Old 09-27-2011, 09:21 PM   #5
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The kinda theme I have going now is that Red set up shop in the ruins somwehere, hence the big red building in the middle of the ruins, and are harvesting some sort of resource from it. What they're harvesting I haven't been able to decide though. Then obviously blu just skips in and blows the place up because they're jealous. But I suppose I could change it to their building some sort of bunker hidden amongst the ruins and blu wants it gone. That story could constitute a missile there. But eh, we'll see what happens

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Old 09-27-2011, 09:31 PM   #6
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Well, EArkham uses a dril in Antiquity, so maybe that'd be fitting too?
 
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Old 09-27-2011, 09:49 PM   #7
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Quote:
Originally Posted by Fr0Z3n View Post
Well, EArkham uses a dril in Antiquity, so maybe that'd be fitting too?
Capital idea. I think I'll do just that, especially since it hangs.

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Old 09-27-2011, 09:59 PM   #8
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Quote:
Originally Posted by Mr. Wimples View Post
Capital idea. I think I'll do just that, especially since it hangs.
Have it over a pit, use the badwater cement animation block thing... then when it explodes use a path_track and have it fall into the hole that just was made when the thing exploded. It'll work perfectly.

btw, its Acegimko's Drill... should be hidden in the models download section.
 
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Old 09-28-2011, 02:06 AM   #9
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Updated to vA2b
Screenshots will be coming later because it's 3am now.
Less map
More sleep

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batt, khmer, m. bison, payload, single-stage

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